namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepPacManCaught(int sequenceProgress) { switch (sequenceProgress) { case 0: // Freeze (except for the ghost animations) SetFrozen(true, ghostKeepAnimating: true); soundManager.StopAllSound(); break; case 1: // Hide ghosts, start pacman death animation SetGhostsActive(false); pacMan.SetDead(true); break; case 2: // Start playing death sound soundManager.PlayDeathSound(); break; case 3: // Hide pacman, start next state SetPacManActive(false); break; } } private void TimeSequenceFinishedPacManCaught() { PacManTimeSequence nextSequence; if (gameState == PacManGameState.AttractModeDemo) { nextSequence = PacManTimeSequence.AttractScreenWaitToRestart; } else if (extraLives > 0) { nextSequence = PacManTimeSequence.RestartLevel; } else { nextSequence = PacManTimeSequence.GameOver; } StartTimeSequence(nextSequence); } } }